Re: [Bf-committers] Sculpt stroke questions

2013-08-24 Thread Michael Williamson
Also the Grab brush is best to grab backfaces too..
I know that Letterip  and Jason Wilkins did a lot on this code.. maybe 
they can give insight?

On 24/08/2013 15:41, Jonathan Williamson wrote:
 In most cases I agree, this would be a good change. However one case where
 it would cause problems is using the inflation brush on thin objects (like
 fingers) to fatten them. You really want to inflat in all directions, not
 just one side at a time. This tends to lead to lumpiness.

 On Saturday, August 24, 2013, Hadrien Brissaud wrote:

 I don't see any scenario where one would like the backfacing vertices to be
 affected by brush strokes, but that's just me. Thanks a lot for fixing
 this, I'll test and report sometime later.

 Hadrien


 On 24 August 2013 13:31, Antony Riakiotakis kal...@gmail.comjavascript:;
 wrote:

 Yes.

 The standard brush should be fixed in current svn. However brushes such
 as
 the clay strips brush behave weird due to the plane offset issue and the
 fact that the front faces only option is not always enabled. This last
 part is left to the user but the first part should be fixed in the code.
 The point of this question is to make sure there are no legitimate
 reasons
 to take back facing vertices into account when calculating the sculpt
 plane.
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Re: [Bf-committers] Import Mesh with VertexColor?

2013-07-17 Thread Michael Williamson
Probably not teh answer you want to hear but a few years ago when I was 
going back and forth between blender and maya I wrote a simple vertex 
colour ascii format file and exporter's /importers for blender and maya..

sadly I don't have the code and even if i did blender side would be 2.49 
so would need scrapping and starting again and maya side would need to 
be re-written for max/softimage anyway..

just saying it's not too hard to 'roll you own' solution in some of 
these cases..

Ultimately I'd like full featured fbx IO but until then...





On 17/07/2013 18:52, Thomas Volkmann wrote:
 Hi,
 it's the time of the year again, when I want to use Blender for some 'real'
 tasks at work. And as usual I am having huge problems getting my Data into and
 out of Blender.
 Last time it was Camera animation that I couldn't get into Blender*, this time
 I'm using the vertex-colors when importing a mesh into Blender (from Softimage
 or Max).
 So my question:
 Am I doing something wrong, or is it just not supported?

 Again my usual plea (short version):   If Blender wants to take part in
 professional pipelines, the data IO is crucial!

 cheers,
 Thomas

 *workaround: export to fbx and use the Autodesk FBX-converter to convert to
 collada -dae
 If someone is interested, there is a initiative for a standard Cameradata IO
 format: https://groups.google.com/forum/#!topic/xsi_list/G3Fuwh0qG7I
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Re: [Bf-committers] Weekly developer meeting, July 14, 2013

2013-07-16 Thread Michael Williamson
Will this have any use/crossover on Blender internal renderer?

On 15/07/2013 15:43, Knapp wrote:
 On Mon, Jul 15, 2013 at 1:41 PM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 Bart asked me for a user-readable text about OpenSubdiv for BlenderNation:

 OpenSubdiv is Pixar's open source project to handle Subdivision Surface 
 generation and drawing. In Blender this is currently handled by 1 thread 
 only, and it needs to generate the subsurfed data first, before it can draw.

 OpenSubdiv instead:
 - allows full threading, including use of GPU
 - creates and draws subsurfed on the fly, so you don't need to 
 generate/store data
 - has excellent crease support
 - has adaptive (screen space) subdivision
 - supports Ptex natively (non UV texture mapping)

 In Cycles OpenSubdiv will replace the incomplete subdivision surface 
 implementation, to enable faster BVH builds and lower memory usage for 
 subdivision surfaces, as well as Ptex rendering support.

 Integrating will require a lot of work inside Blender however, so it will 
 take some time before there is an official release with OpenSubdiv support. 
 Especially support for multires and sculpt will be complex. A planning for 
 this work and a set of actions still has to be defined.

 Nevertheless, Brecht is already on it, and expects to have a first WIP demo 
 of Cycles-OpenSubdiv at Siggraph next week!

 Note about the license: OpenSubdivs Apache license is only GPL V3 
 compatible. Blender is GPL V2 or later, so that should work fine. However, 
 we do need to check every library we use too, Carve still is GPL V2 only 
 (already connected with Tobias about it).

 Thanks,

 -Ton-
 This is a good user video about it.
 http://www.youtube.com/watch?v=xFZazwvYc5o



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Re: [Bf-committers] Proposal on Default Settings

2012-05-07 Thread Michael Williamson
On 06/05/12 18:28, Gianmichele Mariani wrote:
 I tend to agree with everyone on both the trackball and the manipulator
 proposal.

 It will sure make it harder for people coming from other software.
 Enabling this in the initial presets is probably a better idea (Blender
 classic, Maya, Blender Pro). Have you talked with Nathan? I know he was
 working on better keymaps which in some way crosses the better defaults
 ideas.

 .Gian

 Suggestion: It's 2012 so...enable VBO!



 On Sun, May 6, 2012 at 5:47 PM,shota...@gmail.com  wrote:

 The only thing I'm against is the manipulator. Its familiar for users
 coming from other packages, its a great visual cue for all out new users,
 and its good for animation for things like gimbal lock. Otherwise I like it!
 --Original Message--
 From: PabloVazquez.org
 Sender: bf-committers-boun...@blender.org
 To: bf-blender developers
 ReplyTo: bf-blender developers
 Subject: [Bf-committers] Proposal on Default Settings
 Sent: 6 May 2012 17:50

 Hi Devs (and curious people on the list like myself),

 As mentioned in the meeting, here is a list of proposal defaults based
 on community feedback from users (both old and new), and teachers.
 http://wiki.blender.org/index.php/Proposed_Default_Settings

 There are fair reasons for each one of these changes, if you need more
 explanation you can ask here or in the Wiki.

 Cheers!
 --
 Pablo Vazquez
 CG Artist - Blender Foundation Certified Trainer
 Twitter: http://twitter.com/venomgfx
 E-Mail: cont...@pablovazquez.org
 Website: http://www.pablovazquez.org
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continuous grab works terribly with a graphics tablet... a dangerous 
default unless it can be made smart enough to know  what kind of input 
it has and act accordingly...
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Re: [Bf-committers] 3D Cursor and Border Select

2012-02-28 Thread Michael Williamson
Tweak border select on lmb does work a treat, but is really annoying 
without click on empty space also being deselect it's a setup I 
used extensively when 2.5 first enabled keymaps

Just saying because I'm totally +1 on not doing  piecemeal changes to 
keymaps

there's also an irony that blender historically relied so much on key 
shortcuts for *any* speed of operation, but the real speed gains come 
from knowing *whatever* keys well

a rationalisation of shortcuts can be good, but is almost always hated 
by anyone that uses the software all the time



On 26/02/12 16:16, Ton Roosendaal wrote:
 Hi Daniel,

 Note that LMB-tweak can be set to border select (modal). That's what users 
 will expect anyway, and it will keep working together with lmb-click for 
 other non-modal ops.

 Putting a modal ops (like border select) to lmb-click will be very annoying.

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 26 Feb, 2012, at 1:29, Daniel Salazar - 3Developer.com wrote:

 In my personal use experience and more importantly when teaching to
 students setting the 3D cursor with LMB click is one of the main
 sources of headaches. Cursor just moves around every second on the
 student's files

 What I do is set it to double click, this makes it harder to set by
 mistake while being just as simple to set when needed

 Also this enables me to change border select behavior to be just click
 and drag, no need for pressing B, which is the expected behavior by
 everyone it seems

 I'd like to propose this changes to be made as soon as possible

 cheers

 Daniel Salazar
 patazstudio.com
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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Michael Williamson
As someone who almost never wishes I could go back and change object 
parameters because a cube, sphere, pyramid or whatever is only useful 
99.99% of the time as some geometry to start editing into something else

I have a couple of questions.

The appeal of modelling in blender is that it's just so much more 
immediate than other tools.
Having the object locked to only its initial creation parameters when 
entering edit mode sounds very cumbersome.
How will you make it not so?

Also, how will your system work if I add an object whilst in edit mode?

There was a python solution a while back that would allow you to do 
transforms etc and then go back and change the creation parameters as 
long as you hadn't edited the created mesh.
   (entering edit mode was the key there I believe)

IIRC it only worked on primitives created in python rather than the 
native ones, but if that worked for all primitives It strikes me that is 
a much more blender solution...

Seriously though, in real world use rather than theoretical tests does 
anyone use a primitive /without /editing it? for me that's so rare i'd 
class it as almost never.


On 04/10/11 10:35, Martin Bürbaum wrote:
 Thomas Volkmanntho...@heulfritze.de  wrote:
 +1
 That means for example, that you can change the segmentsnumber of a
 sphere at any later time (as long as you didn't do anything else to it).
 Did I get that correctly?
 Pretty much, yes.

 Not sure how the needed changes would break existing tools and scripts, 
 though.
 e.g. The generated mesh data would still be there, but scripts can not edit 
 them (or depending on implementation, not find them at all).

 Cheers,
 Martin
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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread michael williamson
On 04/10/11 11:19, Thomas Volkmann wrote:
 Maybe the sphere wasn't the best example...I'll try another one:
 Torus-knot-addon. You have to decide what it should look like the instant you
 add it to your scene. If you want to change it after you added other stuff, 
 you
 have to completly redo it :/


Hmm, esoteric ;)
I'd say box/sphere are the classic examples.

The old python based redo for addons coped with that, as long as you 
hadn't entered edit mode on that object..

My point boils down to:
Entering edit mode is a clear statement of intent that you want to 
hand edit the mesh so you shouldn't have to do something else to be able 
to do that.
Adding a cumbersome convert step to cope with the (in my view) rare 
case that you have a primitive knocking about your scene that you decide 
much later to edit seems to be the wrong solution...

Talk to Meta androcto about the python add implementation and why it 
was removed.

Besides, a power user in that rare case will just snap the cursor to the 
old primitive and ADD a new one...  or just add a new primitive 
elsewhere in the scene and share the mesh data...
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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread michael williamson
Ok, sounds good!

On 04/10/11 11:50, Martin Bürbaum wrote:
 The appeal of modelling in blender is that it's just so much more
 immediate than other tools.
 Having the object locked to only its initial creation parameters when
 entering edit mode sounds very cumbersome.
 How will you make it not so?
 I _mostly_ agree when it comes to primitives. But that still doesn't mean 
 that the option of non-destructive behaviour is not useful :-)

 Any idea to make this as transparent as possible is welcome.
 The first idea I have would be to make the conversion completely transparent.
 I.e. as soon as you change the content in edit mode you get an indicator that 
 the object can now be modified, but parameters can not be tweaked anymore. (A 
 simple undo would revert this of course.)

 Another way would be to make the locked creation an optional/separate 
 process.

 Also, how will your system work if I add an object whilst in edit mode?
 Nothing changes here.
 Adding stuff in edit mode (i.e you already have the object unlocked) would 
 behave like it does now.
 You can redo operators, but you can obviously not change the parameters in 
 the long run.

 There was a python solution a while back that would allow you to do
 transforms etc and then go back and change the creation parameters as
 long as you hadn't edited the created mesh.
   (entering edit mode was the key there I believe)
 :-D That was what I referred to in my original mail - that is/was my code.
 It was canned because of various issues. The main problem was basically that 
 the framework I'm proposing right now does not exist yet.

 And no, there was no locking involved in the scripts (or smart behaviour 
 like recognizing if edit mode was entered). It was more of a workaround than 
 solution. This proposal aims for the latter.

 IIRC it only worked on primitives created in python rather than the
 native ones, but if that worked for all primitives It strikes me that
 is a much more blender solution...
 Please keep in mind that internally there is no difference if the object was 
 created by Blender directly or from python.
 So having a framework that _supports_ this new way of creating objects will 
 then enable us to use it to do useful stuff with it.

 IMO it's not supposed to be a replacement, other may have a different view on 
 it though.

 Worst case: I'm all for keeping the existing way of adding object if we can't 
 find a decent way of making this transparent.

 Seriously though, in real world use rather than theoretical tests
 does  anyone use a primitive /without /editing it? for me that's so
 rare i'd class it as almost never.
 The proposal is not focused on primitives-only, it's a general view on object 
 creation.
 As you mentioned already there are a lot of more complex mesh scripts that 
 could benefit from the integration of a system like this.

 I personally don't do it often with _primitives_.
 But IF I do it's a bit of a pain checking the geometry to see how the mesh 
 looks and the re-create with exactly the same geometry but one parameter 
 tweaked :-/
 Workflow of users differ heavily, so I assume other people use it even more 
 than me and not at all.


 Discuss!

 Cheers,
 Martin
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Re: [Bf-committers] Proposal: Canvas compositing

2011-08-02 Thread michael williamson
On 02/08/11 16:27, j.bak...@atmind.nl wrote:
   - Positionable input nodes (data can be positioned/scaled/rotated on the
 canvas)
   - Backdrop handles (interactive handles on the backdrop)


Looks really cool and presumably easier than current transform nodes...

As a dual screen user I'd question why this has to be just the 
backdrop of the node editor...
Image editor or perhaps movie clip editors would seem to be candidates 
for this
Especially if matte/mask creation is to be added at some point (drawn 
masks especially)

If render layers have the render size from their scenes and canvas gets 
its render size from the scene that contains it then I wonder where a 
problem might arise?
Why does the canvas need to be different than the render size?  If i 
need it to be different i can have the composite in a separate scene to 
the renderlayer...

If it must be separate then a set rendersize from canvas or set canvas 
to rendersize operator would surely fit the bill?

I'm assuming the rotation, translation and scale relative to the canvas 
will all be exposed somewhere... (it sounds like your adding this data 
to the render layer node itself, so should be exposed so it can be 
driven by node input, animated, receive numeric input etc

What does this mean for the current pan and zoom of backgrounds in the 
compositor?  (always a bit of an invisible function in my book, being 
keyboard shortcut only)   given the onscreen widgets for the canvas, are 
they to set the canvas size (probably only needed once per session) or 
to pan and zoom? (used constantly)  Obvioulsy if the canvas is in 
another/its own space type then you can use standard 2d view nav.

Maybe the node editor could get modes like the sequencer?  viewer, nodes 
or combined?

I'd still argue that the idea of transform nodes isn't bad for 
additional animation  (say you make a sub comp as a node group and 
want to animate the transform of the whole result


Anyway, these are just some initial thoughts!

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Re: [Bf-committers] The dilation I am seeing in Blender is imo not good. I thought I'd propose an alternative (if there's support)?

2011-07-21 Thread michael williamson
+1

I always thought I was just using bake margins that were too small!  
these results look amazing!

Definately worth pursuing in my book!

Hiding the unwrap seams by manual choice is one thing, but the reduced 
artefact here is much nicer


On 21/07/11 01:13, Morten Mikkelsen wrote:
 The dilation I am seeing in Blender is imo not good. I thought I'd propose
 an alternative (if there's support)?


 Here's a close-up of the dilation blender does --
 http://jbit.net/~sparky/blender_dial/bakezoom_BI_dial.png
 Here's a close-up of the dilation I was able to do outside of blender using
 diff. code --  http://jbit.net/~sparky/blender_dial/bakezoom_other_dial.png

 The bumped visual you get using the first one is this (ugly filtering scar)
 --  http://jbit.net/~sparky/blender_dial/scr_BI_dial.png
 The visual you get using the other method is this (significantly more
 subtle) --  http://jbit.net/~sparky/blender_dial/scr_other_dial.png

 The blend file to produce the texture is up there --
 http://jbit.net/~sparky/blender_dial/bmake.blend

 This is the full-res baked result you get with dilation using blender --
 http://jbit.net/~sparky/blender_dial/bake_BI.png
 and this is using the alternative dilation --
 http://jbit.net/~sparky/blender_dial/bake_other_dial.png

 I dumped everything here http://jbit.net/~sparky/blender_dial/ incl. a
 blender file.



 Let me know what you think.
 Cheers,

 Morten.
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Re: [Bf-committers] Material Nodes: No normals in worldspace?

2011-07-21 Thread michael williamson
On 21/07/11 00:37, Tobias Oelgarte wrote:
 in
 this simple case. It could be much easier and powerful to have
 worldspace normals and maybe even the view-vector in wordspace
 coordinates. This would allow many new possibilities for reflection
 mapping and other cool stuff. On top of that it would work smoothly
 together with GLSL and shouldn't be so hard to implement. Maybe this can
 convince one of the programming gods to implement this feature?

It would be much easier!

For reflection I've found the current system works fine, but if normals 
were changed to world space then view would have to as well

It'd be nice to get object origins and current shading points world 
coordinates available in the nodes too  so you could do x distance 
from empty for example...

I know you can a bit of that in texture nodes... but would be nice in 
material nodes!



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Re: [Bf-committers] Better approaches to Defocus?

2011-06-28 Thread michael williamson
And my proposal changes that how?

On 28/06/11 21:14, François T. wrote:
 yeah it's just you can have other purpose of VB which is not related to
 Mblur or dof.

 2011/6/28 michael williamsonmicha...@cowtoolsmedia.co.uk

 In general I agree, I love the group node stuff, but when both node
 types are sortof related and need the zbuffer as input and essentially
 destroy it making it unusable for the other it seems to make a lot of
 sense to combine in this case.

 You could have 3 separate nodes... dof, vector blur and both... or it
 could be a single node with 3 modes... it needn't be cluttered or have
 any extra overhead for the unused stuff...

 Dof and motion blur are extremely common things to use together the user
 shouldn't have to jump through hoops to get them to play nice...

 I guess there's an argument for shipping a library of node groups too...
 but that's another topic.

 On 28/06/11 20:02, François T. wrote:
 yeah and if you only need one of them, you get an other complicated node
 for
 nothing. With nice grouping system and precomp, and better UI as well,
 you
 can manage a clean not too complicated node setup.
 I believe the new group system is a step in that direction, still need a
 bit
 more work though but since it is much more customizable, you can hide
 some
 crazy setup and just bring the needed value at the top of your node. I
 think
 that's the spirit rather than having one big node which does everything
 and
 nothing at the same time

 just my opinion though

 F


 2011/6/28 michael williamsonmicha...@cowtoolsmedia.co.uk

 On 28/06/11 17:41, Daniel Salazar - 3Developer.com wrote:
 glitches, it's all glitches! how i'd love some good dof and vblur
 nodes:)
 Daniel Salazar
 3Developer.com

 Even better would be a unified DOF/Vblur node so you can have both
 together without overcomplicating teh node setups! Currently they're
 pretty incompatible!
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Re: [Bf-committers] Tool Shelf Toggling On/Off Tab Mockup

2011-06-13 Thread michael williamson
Sadly there's no key to restore a minimised header! (they're all to easy 
to close when using a tablet with no way to restore in the cycles 
branch! (for headers I'd like to see the old 2.49 way and disable 
minimising them)

ON TOPIC,
I'd prefer tool props to be its own panel it's too small when at the 
bottom of the toolshelf  I always use F6 in preference

The toolshelf itself is invaluable in paint, sculpt etc but something I 
don't use ever when modelling... the operator panel on the other hand is 
something I'd very much like to have on screen all the time when 
modelling but hardly ever when painting!

  I only mention to illustrate that people are different and like 
different things and a flexible UI should accommodate ;-)


On 13/06/11 10:01, M.G. Kishalmi wrote:
 I like how Brecht solved this in the cycles branch:
   he removed the (+) icons all together.

 there are keys for props [N] and tools [T]
   and menu entries (in view) for all 3.
 maybe we can simply add a key for tool-props? suggestion: [ALT]+[N]

 or maybe.. don't allow the tool-props to be hidden at all?
   just find a way to have it sit there at the top/bottom of the tools nicely.

 cheers,
   mario


 On Mon, Jun 13, 2011 at 6:19 AM, Jonathan Smithj.jay...@gmail.com  wrote:
 You are probably right, using a lot of space doesn't seem to be the best
 answer.. back to drawing board.

 On Sun, Jun 12, 2011 at 11:31 PM, Jim Williamssphere1...@gmail.com  wrote:

 I'd agree.  Find ways to use less real estate, not more.

 On Sun, Jun 12, 2011 at 9:04 AM, Aurel W.aure...@gmail.com  wrote:
 Hi,

 I think that this would be rather unpractical, it takes way to much
 visual space for what it represents. If i want to collapse those
 panels, i want them gone, not taking a lot of space on the screen like
 those huge buttons.

 Blenders gui already got way too unefficient in 2.5, especially when
 it comes to, space needed for certain gui elements and panels.

 aurel

 On 12 June 2011 13:28, Jonathan Smithj.jay...@gmail.com  wrote:
 I have written up a mockup/proposal on a different way to do the closing
 and
 opening of the Tool Shelf and Properties Shelf UI, other than using the
 little plus icons, on my talk page.

 http://wiki.blender.org/index.php?title=User_talk:JayDez

 I am, unfortunately, not a good enough coder to actually implement this,
 so
 I'm just putting it out there as an idea, either for another coder to
 implement, or just to promote discussion about the way this works, since
 I
 don't think that it is done very well in the current version of Blender.

 Any comments on or critiques of the mock up would be welcome.

 Cheers,
 Jonathan
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 --
 No essence.  No permanence.  No perfection.  Only action.
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Re: [Bf-committers] Blender developers irc meeting,

2011-06-12 Thread michael williamson
On 12/06/11 16:26, Ton Roosendaal wrote:
 - Bug tracker at 174 open reports now.

 2) Other Projects

 - Cycles: Brecht made notes for how Texture Workflow could work:
 http://wiki.blender.org/index.php/Dev:2.5/Source/Render/TextureWorkflow
 He will continue on this with also UI proposal (mockup, proof of
 concept code) and then ask for official reviews.



 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Reading that wiki entry i have a couple of comments.

Quote:
/Do we need a full shaded GLSL draw mode for offline renders, given that 
we already have a Rendered draw mode, or do leave this as a game engine 
feature? /

I really must say ABSOLUTELY!  Texture painting has come a long way, 
this SOC promises much more and to lose GLSL would be a huge blow just 
when Blender is becoming a real contender in this area.

Bump map preview in GLSL is a killer feature and a big bonus for texture 
painting right now that alone is worth the hurt.

Painting specularintensity maps/glossiness maps  is also very nice using 
GLSL  (and useful for more physically correct shading models where 
glossiness == roughness and a specular intensity == fac on a mic 
closure... Not to mention simpler stiuff like painting an alpha map.

I think that users can accept GLSL not being a /perfect/ representation 
of the final result, but  close enough.

Obviously, painting in rendered mode would be for those demanding 
absolute final output, but on even a butch system I'd still prefer a 
quick preview.


Quote:
/Mapping and Stacking
/


  /Questions /

* /Do we need a type of texture stack, or are mix nodes enough? /
* /Do we go for fatter texture nodes that contain e.g. mapping and
  color modification options, or for multiple lighter nodes? If we
  go for fatter nodes, how can we avoid the UI getting crowded by
  showing all those options? If we go for lighter nodes, how can we
  make managing them easier? /
*


Personally I think that having a primary focus on a clear node editor is 
fine  Using groups should be the focus for removing UI clutter

I think that having lots of nodes isn't a problem as you can easily have 
macros to add specific setups  As long as the node editor is a central 
place to see what is going on then it's fine.








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Re: [Bf-committers] Blender developers irc meeting,

2011-06-12 Thread michael williamson
On 12/06/11 19:58, Brecht Van Lommel wrote:
 Assuming you use those in your scene, GLSL is not going to match the
 scene lighting well anyway and it's likely to be slow for editing. So
 I think it's reasonable to not try to match the scene lighting and
 make some approximations to make it more editing oriented rather than
 trying to do accurate lighting, instead of trying to match t
Oh, Ok. For sure, that'd be fine...

I know I like using a couple of hemi lights and a sun but I guess the GL 
lights for solid could meet needs...

It might be an idea to make a bunch of presets for  the  solid GL 
lights  and improve access (rather than having them tucked in prefs), 
but I guess that's a different discussion I feel a potential addon 
coming on!
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Re: [Bf-committers] Blender developers irc meeting,

2011-06-12 Thread michael williamson
On 12/06/11 20:05, michael williamson wrote:
 On 12/06/11 19:58, Brecht Van Lommel wrote:
 Assuming you use those in your scene, GLSL is not going to match the
 scene lighting well anyway and it's likely to be slow for editing. So
 I think it's reasonable to not try to match the scene lighting and
 make some approximations to make it more editing oriented rather than
 trying to do accurate lighting, instead of trying to match t
 Oh, Ok. For sure, that'd be fine...

 I know I like using a couple of hemi lights and a sun but I guess the GL
 lights for solid could meet needs...

 It might be an idea to make a bunch of presets for  the  solid GL
 lights  and improve access (rather than having them tucked in prefs),
 but I guess that's a different discussion I feel a potential addon
 coming on!
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Although it's nice being able to just spin the sun sometimes!
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Re: [Bf-committers] Fracture Tools don't work in Blender 2.57

2011-04-16 Thread Michael Williamson
I committed a fix for this just yesterday ;-)
Cheers,

Mike


On 16/04/11 09:51, Markus Kasten wrote:
 Hello,

 The Fracture Tools don't work in the official Blender 2.57 release, caused by 
 serval Python API changes.
 I created a patch and send it to the original author, but I still have no 
 answer (send it about a week ago,
 probably the mail has been eaten by his spamfilter).
 Maybe somebody from the bf-committers mailing list can apply them to the 
 subversion repository.

 I uploaded the fracture_ops.py patch here: http://www.pasteall.org/20738
 and the edited data.blend with fixed Bomb- and Recorderscript here: 
 http://www.pasteall.org/blend/6013

 Greetings from Germany,
 Markus Kasten
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Re: [Bf-committers] Frame Rate: Time Remapping

2011-03-25 Thread michael williamson
I used this feature for the first time about a week ago...
I'm using an svn build a week or so old and it works for particles if 
you bake...

I've heard it's not working for cloth and smoke has its own time value 
for simulations

Part of the issue is that this feature doesn't seem to work for 
everything... and until it does then what would be most intuitive 
doesn't matter!

That said, It's quite easy to use as is, (if you find it in the first 
place)  but:

If the  renderer could have non integer frames then it could all be much 
simpler and intuitive


The first place I looked to slow down time was the render step size:
If you could set the render step size to a float value

step = 0.5  would render twice as many frames and so be half speed...

Done!


When that didn't work the second place i tried was the sequencer:
I set a  scene strip to have a speed effect strip that doubles its 
duration hoping it'd render the interpolated  frames...

Instead it renders as in source and just holds them as if they were any 
other image sequence...

Once I found the feature it was pretty easy to use, but with the quirks 
already mentioned by some (having to drag further on the timeline...  
non baked things going beserk...







On 25/03/11 08:42, Troy Sobotka wrote:
 On Mar 23, 2011 11:39 AM, Tobias Oelgartetobias.oelga...@googlemail.com
 wrote:
 The
 feature works partially, but some strange things are happening:
 Are you certain it still works in SVN? It seems potentially broken.

 I would like to have this feature back or reimplemented, since it is the
 only simple way to adjust the timing.
 As someone with a smidge of experience in film work, I could not agree at
 all that the implementation works or is, from the vantage of a motion
 picture tool, simple.

 I wonder if there are things we could do that would serve motion picture
 artists better here?

 1) Should time remapping be given the central piece of UI real estate where
 it is currently located given frequency of use?

 2) Within other contextual application workflows, does the current
 implementation resemble or appear understandable to a motion picture artist?

 3) Aside from (2) above, given understanding of the two adjustable
 variables, does it work as expected?

 I worry that in all of the above questions time remapping may be sub optimal
 in its current implementation and execution.

 Would this be more well suited as a technique to leverage out of the VSE? At
 the very least it would seem logical to migrate the current implementation
 to an alternate panel of lesser prominence.

 Sincerely,
 TJS
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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread michael williamson
Downloading now!

How do the changes affect GL view and the texture painting workflow?

I have tons of scripts and addons dealing with UV and texture face 
workarounds, so am curious how this works.



On 11/03/11 12:16, Dalai Felinto wrote:
 Hello there,
 the code is read, up and running here.

 I sent it to the tracker because it will make easy for review (I'm
 going to ask to Benoit to take a look at the BGE changes, but it would
 be nice if someone could take a quick look at the Blender part as well
 - Brecht do you think you could take a look at it?). [1]

 If someone wants to test it I made builds for the three main
 plataforms [2], [3], [4].
 I didn't address backward compatibility, so I still would like to hear
 what is the best solution. I don't think an automatic conversion is a
 good idea (it would affect rendering, and split materials will likely
 get messy). So still looking for help into find the best alternative
 here.

 Are there bugs? Likely (it's a big patch after all). But I've been
 chasing them over the week and believe it's all manageable. If you can
 help testing, please report them in the patch entry.

 And the one million dollar question is: Can this be incorporated
 before Blender 2.57 release? if there is no agreement by Sunday I
 will see if I wake up early to discuss that in the meeting.

 [1] - Tracker -
 http://projects.blender.org/tracker/index.php?func=detailaid=26461group_id=9atid=127
 [2] - Windows build -
 http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1754
 [3] - Linux build -
 http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1751
 [4[ - OSX build -
 http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1753

 Thanks,

 Dalai
 --
 www.dalaifelinto.com
 @dfelinto
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-16 Thread Michael Williamson
On 16/02/11 21:56, Tobias Oelgarte wrote:
 What i really dislike is the confusion between program internal view and
 the users perspective. We have a panel that is called Transparency.
 But you can't get transparency with this panel alone

I would have to agree...

It would seem to me that moving these checkboxes to the pipeline 
section  makes sense at some levels but muddies the waters at the same 
time. Surely usability should be paramount.

A simple solution to keep all parties happy would be to simple duplicate 
the checkboxes...  why not have the button in pipeline (where it makes 
sense for nodes) and in the transparency panel where it just made a lot 
of sense?


Duplicating the button is so trivial, and personally I think workflow 
for blender could be greatly enhanced with more  places to access 
functions from.

it needn't be this or that it can be both!
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Re: [Bf-committers] extension clause

2010-11-22 Thread Michael Williamson
What happens when a third party writes a script that links to an 
external library?

an example in the current code would be the quicktime libs
THE USER has to sign up for the licence agreement of the quicktime sdk, 
obtain the source and then compile their own blender...

This is common in music software too for Steinbergs VST support: user 
gets SDK by signing up to EULA then compiles their own version

It's fine in teh above cases to distribute the code without Infecting 
either Apples code or Steinbergs...

Both SDKs have a EULA that prohibits re-distribution, which presumably 
protects them... it's the end user doing the linking

In blender's case this becomes interesting with say the Autodesk FBX sdk 
which has a similar restriction...


So here's what I don't get:
Are things really any more complicated if a compile wasn't necessary?  
say if Quicktime support, VST or FBX  could be added via a python 
script? just because it's compiled on the fly?

Requiring the user to sign up to any 3rd party libs agreement with a 
no re-distribution clause (common in commercial software) then there 
can surely be a commercial path to extend blender already existing

That or Apple, Steinberg and Autodesk are already infected by the GPL by 
no act of their own...

I'm guessing this must be the case else the blender  Vray script would 
infect vray?

Or is the act of compiling the difference?
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Re: [Bf-committers] extension clause

2010-11-22 Thread Michael Williamson
On 22/11/10 21:21, Michael Williamson wrote:
 .

 It's fine in teh above cases to distribute the code without Infecting
 either Apples code or Steinbergs...

i meant the linking code!

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Re: [Bf-committers] hotkeys and sculpting

2010-07-15 Thread Michael Williamson
My initial reaction was ewww, muscle memory It's about the only 
shortcut I use in sculpt mode (I switch brushes using the toolbar)

so I've never had Toms problem...

But after thinking a while, I'd think that rather than moving it to 
something obscure it'd be better on all those keys freed up because 
you're in sculpt mode

ctrl seemed a much better candidate as lasso select will never be 
used in sculpt mode, and  it's consistent with painting apps like, 
well, painter!
and ctrl is right there as a home key...

but then I remembered that ctrl is used in sculpt now!
... so what about RMB?
select is awkward and feels like a mistake in sculpt mode... especially 
when you accidentally select and drag other objects in the scene...

it may not suit all tablet users, but feels more progressive than 
choosing a random unused key





On 15/07/10 02:41, Jonathan Williamson wrote:
 I would agree with changing the key for this However, rather than H, which
 is quite far from the normal left-hand location on the keyboard, perhaps we
 could do Q and/or W? These don't make much sense from an abbreviation
 standpoint but they are easy to reach and available. F doesn't really make
 much sense either.

 Jonathan Williamson

 Instructor - http://www.blendercookie.com
 Personal Trainer - http://www.mavenseed.com
 Founder/Artist - http://www.montagestudio.org


 On Wed, Jul 14, 2010 at 2:16 PM, Tom Mletter...@gmail.com  wrote:


 For sculpting I'd really like to have the Fkey related key combos
 changed to some other key.

 The reason for this is that even though I use Blender almost
 exclusively for sculpting work - whenever I want to switch to the
 flatten brush, I press the FKey.

 Thus I would recommend that the brush radius, strength, and angle
 functions currently bound to the FKey be moved to a different key -
 perhaps the HKey.
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Re: [Bf-committers] Proposal to Remove Features

2010-07-09 Thread Michael Williamson
/File browser should hide hidden files and filter types by default. 
Every file browser does this, and it just seems to be what you want 
nearly always anyway. Especially on mac/unix hidden files are really in 
the way in the home directory. /

Yes please!  could it filter more types?

sticky coordinates is something I've HAD to use in the past (followed 
be a script to convert to UVs)  because of project from view not 
working quite right if that's fixed then fine!


*
Controversial list: *I'm sure that I'm not alone, but here's the things 
on that list I have used (and so would miss)

all edges option should be on if removed!  it's crucial to be able 
to see all the  edges rather than hiding them for game dev

blend sky is useful for quick access  as well as lighting...

bounds draw type is something I use a lot for organising scenes for 
games worlds...

shadow render pass seems like a bad thing to remove...

particle line/path/billboard seems to have no alternative?


I presume that if the cubic material interpolation option is removed 
it'll be switched on right?



On 08/07/10 18:30, Brecht Van Lommel wrote:
 Hi,

 Here's a proposal to remove a number of features before 2.6. I've been
 gathering items on this list for the last few months as I came across
 them. If there is enough agreement I can make the changes quickly. If
 you agree or disagree with items on the list, please read the
 explanation at the top and comment on the wiki page.

 http://wiki.blender.org/index.php/Dev:2.5/RemoveFeaturesProposal

 Thanks,
 Brecht.
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[Bf-committers] Interaction Presets...

2010-04-14 Thread michael williamson
Great feature!

I've noted some things with the Maya keymap and have done a new version...
get it here:
http://www.cowtoolsmedia.co.uk/scrip...es-maya.py.zip 
http://www.cowtoolsmedia.co.uk/scripts/mikes-maya.py.zip


In doing so, a couple of things came up!

1) in edit mode with the Maya preset Alt-lmb doesn't rotate the view... 
It's correct in the keymap so un-clear why this is happening

2)In my edited version of the maya keymap  Alt-lmb works, alt rmb (view 
zoom) is broken in edit mode...
- in my keymap I changed select with to RMB so there may be a clue 
there...

3)lmb-drag: border select in maya creates a new selection, 
shift-lmb-drag toggles the select state of what you drag over...

*  toggle isn't do-able with box select in blender...
* If i trigger box select extend with shift-lmb tweak  the action
  can only be completed by releasing the shift key... feels wrong

Notes on my preset version:
Because the standard blender select is very un-maya like I've kept it 
out the way with select with set to rmb and set border select to be 
explicity LMB rather than select...

This causes a conflict with setting the 3d cursor so I moved that to 
ctrl-shift lmb
I also added clicking on empty space = deselect all...

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Re: [Bf-committers] Interaction Presets...

2010-04-14 Thread michael williamson
michael williamson wrote:
 In doing so, a couple of things came up!

 1) in edit mode with the Maya preset Alt-lmb doesn't rotate the view... 
 It's correct in the keymap so un-clear why this is happening

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Ok, so it's our old friend Alt + select mouse being used for viewnav 
conflicting with edge loop select... the cascade-ing effect of these 
changes  Any suggestions for a new home for edgeloop select?  (would 
also allow emulate 3 button mouse and LMB select in default keymaps 
I guess)
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[Bf-committers] wacom tablet issues

2010-04-11 Thread Michael Williamson
/

Hi all,

I'm wondering if anyone else has experienced the following issues with Wacom 
tablets under 2.5, or if it's just me.  I can't really submit a bug report 
because the issues themselves are unpredictable.  I'm assuming that it's 
related to the Wacom tablet because people using mice at work don't seem to 
have the same issues:

- When sculpting, sometimes the tool continues to modify the mesh even after 
the pen has left the tablet. (Repeatedly clicking off the model or tabbing in 
and out of Blender solves the issue.)

- When UserPreferencesEdit.drag_immediately is true it works as expected, but 
every so often the behavior defaults to how it works when 
UserPreferencesEdit.drag_immediately is false.  Toggling the value in the 
preferences window has no effect; restarting Blender fixes the issue.

- The corner drag handle that's used to split areas is extremely hard to click 
on.  (With a mouse it's much less so.)

- There's a noticeable (50 - 100ms or so, by my estimate) lag between when you 
put the pen to the tablet to rotate the 3D viewport and when the viewport 
actually begins rotating, moving, or trucking.  This lag is considerably 
lessened by going into full screen mode, but it's still apparent enough to 
cause a jump when positioning the view.

I think the problems have something to do with a threshold value; past a 
certain pressure threshold the system registers a click, but sometimes that 
threshold is not passed yet the system driver sends a click message, which 
confuses Blender.  Is there a way to debug tablet values directly inside 
Blender by, for example, reading RNA and having it pump into text fields 
created by Python?  Perhaps some way to piggyback on system messages for input 
without eating those messages?

Thanks,
~ Charles
/
I get the sculpt stroke not ending when I lift the pen from the tablet too  
(sometimes, not all the time, not often enough to be annoying!
I too cannot narrow down exactly how it happens but suspect it might be related 
to a view nav move also...
...  (ubuntu 9.10 64bit  with an intuos4)
 ...so it seems it's on all OS! probably not a driver thing

I don't use drag immediately so cannot confirm

corner drag handles are very hard to hit (also on my tablet pc)  I almost never 
use a mouse though so cannot comment on whether that's easier

I don't get (haven't noticed) any lag when rotating the view



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